If a player said that I would probably just say that normal dodging in already included in the to-hit difficulty (i.e. it is assumed you are dodging when you can).
I think you are right, too!
If a player said that I would probably just say that normal dodging in already included in the to-hit difficulty (i.e. it is assumed you are dodging when you can).
I think you are right, too!
I think the existing defensive talents that upgrades the combat check to hit the character, is reminiscent of a skill rank: upgrading the base characteristic of "Not get hit!" Which for everyone is basically the same. I'd say this characteristic is 2 and then adjusted by range, and then talents (and silhouette of attacker I think?). It keep dice pools smaller, which is a plus.
These talents, just like a skill with ranks, lets the character dodge blasters with Side-step or Dodge.
Edited by JegergryteOne of the things that I just want to point out is this:
Why do people assume that the combat rules are based around the idea that characters are just standing there, taking no effort to not get shot at?
Remember, just because it isn't "your turn" and just because you aren't spending maneuvers to move doesn't mean that your character is stock still in some kind of meta-combat time frame. The narrative flair of the game, I would say, assumes that your character is doing things like dodging and ducking and, in short, trying to not get shot when blaster bolts are flying.
Because make no mistake: if a character WERE to just stand still in the open, and someone opens fire on them at medium range, that check isn't going to be just a plain "roll skill against two purple." They're gonna get plenty of boost dice, maybe an upgrade, or perhaps even a decrease in difficulty to make that shot.
Nail. Head.
Hey guys, read the entire thread before posting!
Most of these points were brought up (even by myself playing devil's advocate with my own posts) and the simplest solution was already presented and even accepted by me. You guys are kinda just repeating things...
As far as I'm concerned, this thread I started is closed.
One of the things that I just want to point out is this:
Why do people assume that the combat rules are based around the idea that characters are just standing there, taking no effort to not get shot at?
Remember, just because it isn't "your turn" and just because you aren't spending maneuvers to move doesn't mean that your character is stock still in some kind of meta-combat time frame. The narrative flair of the game, I would say, assumes that your character is doing things like dodging and ducking and, in short, trying to not get shot when blaster bolts are flying.
Because make no mistake: if a character WERE to just stand still in the open, and someone opens fire on them at medium range, that check isn't going to be just a plain "roll skill against two purple." They're gonna get plenty of boost dice, maybe an upgrade, or perhaps even a decrease in difficulty to make that shot.
Well exactly, that is where the initial two difficulty dice come from. And it is much harder to dodge ranged attacks than melee attacks. We do have maneuvers like taking cover or going prone which can increase your ranged defense and guarded stance for melee. You then add to that talents. I really don't think we need a dodge maneuver as well.
I'm agreeing with the others here, the purple dice represent the targets already moving, reducing their profile, etc.
Isn't there a "guarded stance" or defensive stance that sacks your action to give incoming attacks against you a setback die? I'd think of that as dodging personally.
Isn't there a "guarded stance" or defensive stance that sacks your action to give incoming attacks against you a setback die? I'd think of that as dodging personally.
It is only effective versus melee attacks.
Isn't there a "guarded stance" or defensive stance that sacks your action to give incoming attacks against you a setback die? I'd think of that as dodging personally.
It is only effective versus melee attacks.
You could always allow it to be applied to ranged attacks as well.
Tell your players they need those defensive talents. Players who don't get them will be killed very quickly against harder enemies. Everyone can take dodge.
The defensive talents are simply a fundamental part of combat balance and if a player neglects then he should find himself a safe desk job.
People who are trained move in a more tactical manner. People who are not trained run like people who are scared, crouched at best. If ya want players to move tactically, have them invest in a specialization that offers tactical movements. By giving "bob and weave" as an option to players, it takes away from the talents, even if they are not as good.
I would love for my Mercenary Soldier to have the Career Skill: Cool, but that isn't the case and I could argue that the career should. However, I can still train in it albeit at a higher cost. And I will do just that.
To answer your argument. The whole point is to have a simple dodge for people who are NOT trained. People who are not trained in tactical movement can still move to avoid being hit by something, right? Right.
Tactically trained or not, if I whip a golf ball at your head, are you going to just stand there? Simple argument.
Better yet, to place this in game context, if you know I am going to whip a golf ball at your head before I do it (you have the initiative) are you just going to stand there, whip your own golf ball at me and then let me do it?
People who aren't trained generally do not move that way. They typically either: (1) stand and shoot back (2) stand and wet themselves (3) dive for cover or (4) go prone, hugging themselves into the fetal position. I've seen this, both in person (witnessed a drive-by), and in people being shot at on videos of school and mall shootings.
Most people don't react appropriately to a firefight; the just run for the nearest cover.
It was one of the really big flaws in d6 system that fire combat was too easily evaded.
Edited by aramis
People who aren't trained generally do not move that way. They typically either: (1) stand and shoot back (2) stand and wet themselves (3) dive for cover or (4) go prone, hugging themselves into the fetal position. I've seen this, both in person (witnessed a drive-by), and in people being shot at on videos of school and mall shootings.
Most people don't react appropriately to a firefight; the just run for the nearest cover.
It was one of the really big flaws in d6 system that fire combat was too easily evaded.
Oooh, I'm going to house rule option #2! Spend two threats to wet PC's pants.
Edited by mrvander